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🆑 coiax fix: Damage to a shuttle while it is moving will now correctly make transit space turfs, rather than non-moving space. /🆑 This also makes explosions on lavaland more sane. The mining shuttle exploded while on lavaland will make ordinary rock, while the gulag shuttle will expose lava.
684 lines
17 KiB
Plaintext
684 lines
17 KiB
Plaintext
//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
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// #define DOCKING_PORT_HIGHLIGHT
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//NORTH default dir
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/obj/docking_port
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invisibility = INVISIBILITY_ABSTRACT
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icon = 'icons/obj/device.dmi'
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//icon = 'icons/dirsquare.dmi'
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icon_state = "pinonfar"
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unacidable = 1
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anchored = 1
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var/id
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// this should point -away- from the dockingport door, ie towards the ship
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dir = NORTH
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var/width = 0 //size of covered area, perpendicular to dir
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var/height = 0 //size of covered area, parallel to dir
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var/dwidth = 0 //position relative to covered area, perpendicular to dir
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var/dheight = 0 //position relative to covered area, parallel to dir
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//these objects are indestructible
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/obj/docking_port/Destroy(force)
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// unless you assert that you know what you're doing. Horrible things
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// may result.
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if(force)
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..()
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. = QDEL_HINT_HARDDEL_NOW
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else
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return QDEL_HINT_LETMELIVE
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/obj/docking_port/singularity_pull()
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return
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/obj/docking_port/singularity_act()
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return 0
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/obj/docking_port/shuttleRotate()
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return //we don't rotate with shuttles via this code.
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//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
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/obj/docking_port/proc/return_coords(_x, _y, _dir)
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if(_dir == null)
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_dir = dir
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if(_x == null)
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_x = x
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if(_y == null)
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_y = y
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//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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return list(
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_x + (-dwidth*cos) - (-dheight*sin),
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_y + (-dwidth*sin) + (-dheight*cos),
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_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
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_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
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)
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//returns turfs within our projected rectangle in a specific order.
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//this ensures that turfs are copied over in the same order, regardless of any rotation
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/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
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if(!_dir)
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_dir = dir
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if(!_x)
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_x = x
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if(!_y)
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_y = y
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if(!_z)
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_z = z
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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. = list()
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var/xi
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var/yi
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for(var/dx=0, dx<width, ++dx)
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for(var/dy=0, dy<height, ++dy)
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xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
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yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
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var/turf/T = locate(xi, yi, _z)
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if(A)
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if(get_area(T) == A)
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. += T
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else
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. += null
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else
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. += T
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#ifdef DOCKING_PORT_HIGHLIGHT
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//Debug proc used to highlight bounding area
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/obj/docking_port/proc/highlight(_color)
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var/list/L = return_coords()
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var/turf/T0 = locate(L[1],L[2],z)
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var/turf/T1 = locate(L[3],L[4],z)
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for(var/turf/T in block(T0,T1))
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T.color = _color
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T.maptext = null
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if(_color)
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var/turf/T = locate(L[1], L[2], z)
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T.color = "#0f0"
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T = locate(L[3], L[4], z)
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T.color = "#00f"
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#endif
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//return first-found touching dockingport
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/obj/docking_port/proc/get_docked()
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return locate(/obj/docking_port/stationary) in loc
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/obj/docking_port/proc/getDockedId()
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var/obj/docking_port/P = get_docked()
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if(P) return P.id
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/obj/docking_port/stationary
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name = "dock"
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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var/last_dock_time
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/obj/docking_port/stationary/New()
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..()
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SSshuttle.stationary += src
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if(!id)
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id = "[SSshuttle.stationary.len]"
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if(name == "dock")
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name = "dock[SSshuttle.stationary.len]"
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#f00")
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#endif
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//returns first-found touching shuttleport
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/obj/docking_port/stationary/get_docked()
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. = locate(/obj/docking_port/mobile) in loc
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/obj/docking_port/stationary/transit
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name = "In Transit"
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turf_type = /turf/open/space/transit
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var/list/turf/assigned_turfs = list()
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var/obj/docking_port/mobile/owner
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/obj/docking_port/stationary/transit/New()
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..()
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SSshuttle.transit += src
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/obj/docking_port/stationary/transit/proc/dezone()
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for(var/i in assigned_turfs)
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var/turf/T = i
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if(T.type == turf_type)
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T.ChangeTurf(/turf/open/space)
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T.flags |= UNUSED_TRANSIT_TURF
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/obj/docking_port/stationary/transit/Destroy(force=FALSE)
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if(force)
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SSshuttle.transit -= src
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if(owner)
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owner = null
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if(assigned_turfs)
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dezone()
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assigned_turfs.Cut()
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assigned_turfs = null
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. = ..()
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/obj/docking_port/mobile
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icon_state = "mobile"
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name = "shuttle"
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icon_state = "pinonclose"
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var/area/shuttle/areaInstance
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var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
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var/last_timer_length
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var/mode = SHUTTLE_IDLE //current shuttle mode
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var/callTime = 150 //time spent in transit (deciseconds)
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var/ignitionTime = 100 // time spent "starting the engines"
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var/roundstart_move //id of port to send shuttle to at roundstart
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// The direction the shuttle prefers to travel in
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var/preferred_direction = NORTH
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// And the angle from the front of the shuttle to the port
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var/port_angle = 0 // used to be travelDir
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var/obj/docking_port/stationary/destination
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var/obj/docking_port/stationary/previous
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var/obj/docking_port/stationary/transit/assigned_transit
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var/launch_status = NOLAUNCH
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// A timid shuttle will not register itself with the shuttle subsystem
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// All shuttle templates are timid
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var/timid = FALSE
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var/list/ripples = list()
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/obj/docking_port/mobile/New()
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..()
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if(!timid)
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register()
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/obj/docking_port/mobile/proc/register()
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SSshuttle.mobile += src
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/obj/docking_port/mobile/Destroy(force)
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if(force)
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SSshuttle.mobile -= src
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destination = null
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previous = null
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assigned_transit = null
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areaInstance = null
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. = ..()
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/obj/docking_port/mobile/initialize()
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var/area/A = get_area(src)
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if(istype(A, /area/shuttle))
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areaInstance = A
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if(!id)
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id = "[SSshuttle.mobile.len]"
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if(name == "shuttle")
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name = "shuttle[SSshuttle.mobile.len]"
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if(!areaInstance)
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areaInstance = new()
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areaInstance.name = name
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areaInstance.contents += return_ordered_turfs()
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#0f0")
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#endif
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//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
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/obj/docking_port/mobile/proc/canMove()
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return TRUE
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//this is to check if this shuttle can physically dock at dock S
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/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
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if(!istype(S))
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return SHUTTLE_NOT_A_DOCKING_PORT
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if(istype(S, /obj/docking_port/stationary/transit))
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return SHUTTLE_CAN_DOCK
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if(dwidth > S.dwidth)
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return SHUTTLE_DWIDTH_TOO_LARGE
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if(width-dwidth > S.width-S.dwidth)
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return SHUTTLE_WIDTH_TOO_LARGE
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if(dheight > S.dheight)
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return SHUTTLE_DHEIGHT_TOO_LARGE
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if(height-dheight > S.height-S.dheight)
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return SHUTTLE_HEIGHT_TOO_LARGE
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//check the dock isn't occupied
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var/currently_docked = S.get_docked()
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if(currently_docked)
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// by someone other than us
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if(currently_docked != src)
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return SHUTTLE_SOMEONE_ELSE_DOCKED
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else
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// This isn't an error, per se, but we can't let the shuttle code
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// attempt to move us where we currently are, it will get weird.
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return SHUTTLE_ALREADY_DOCKED
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return SHUTTLE_CAN_DOCK
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/obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S)
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var/status = canDock(S)
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if(status == SHUTTLE_CAN_DOCK)
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return TRUE
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else if(status == SHUTTLE_ALREADY_DOCKED)
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// We're already docked there, don't need to do anything.
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// Triggering shuttle movement code in place is weird
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return FALSE
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else
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var/msg = "Shuttle [src] cannot dock at [S], error: [status]"
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message_admins(msg)
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return FALSE
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//call the shuttle to destination S
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/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
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if(!check_dock(S))
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return
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switch(mode)
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if(SHUTTLE_CALL)
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if(S == destination)
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if(timeLeft(1) < callTime)
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setTimer(callTime)
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else
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destination = S
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setTimer(callTime)
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if(SHUTTLE_RECALL)
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if(S == destination)
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setTimer(callTime - timeLeft(1))
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else
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destination = S
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setTimer(callTime)
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mode = SHUTTLE_CALL
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if(SHUTTLE_IDLE, SHUTTLE_IGNITING)
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destination = S
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mode = SHUTTLE_IGNITING
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setTimer(ignitionTime)
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//recall the shuttle to where it was previously
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/obj/docking_port/mobile/proc/cancel()
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if(mode != SHUTTLE_CALL)
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return
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remove_ripples()
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invertTimer()
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mode = SHUTTLE_RECALL
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/obj/docking_port/mobile/proc/enterTransit()
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previous = null
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// if(!destination)
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// return
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var/obj/docking_port/stationary/S0 = get_docked()
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var/obj/docking_port/stationary/S1 = assigned_transit
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if(S1)
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if(dock(S1))
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WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
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else
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previous = S0
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else
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WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
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/obj/docking_port/mobile/proc/jumpToNullSpace()
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// Destroys the docking port and the shuttle contents.
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// Not in a fancy way, it just ceases.
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var/obj/docking_port/stationary/S0 = get_docked()
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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// If the shuttle is docked to a stationary port, restore its normal
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// "empty" area and turf
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if(S0)
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if(S0.turf_type)
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turf_type = S0.turf_type
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if(S0.area_type)
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area_type = S0.area_type
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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//remove area surrounding docking port
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if(areaInstance.contents.len)
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var/area/A0 = locate("[area_type]")
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if(!A0)
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A0 = new area_type(null)
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for(var/turf/T0 in L0)
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A0.contents += T0
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for(var/i in L0)
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var/turf/T0 =i
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if(!T0)
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continue
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T0.empty(turf_type)
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qdel(src, force=TRUE)
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/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
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var/list/turfs = ripple_area(S1)
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for(var/t in turfs)
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ripples += PoolOrNew(/obj/effect/overlay/temp/ripple, t)
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/obj/docking_port/mobile/proc/remove_ripples()
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for(var/R in ripples)
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qdel(R)
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ripples.Cut()
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/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
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var/list/ripple_turfs = list()
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for(var/i in 1 to L0.len)
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var/turf/T0 = L0[i]
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if(!T0)
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continue
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var/turf/T1 = L1[i]
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if(!T1)
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continue
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if(T0.type != T0.baseturf)
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ripple_turfs += T1
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return ripple_turfs
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/obj/docking_port/mobile/proc/check_poddoors()
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for(var/obj/machinery/door/poddoor/shuttledock/pod in airlocks)
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pod.check()
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//this is the main proc. It instantly moves our mobile port to stationary port S1
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//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
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/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
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// Crashing this ship with NO SURVIVORS
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if(!force)
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if(!check_dock(S1))
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return -1
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if(!canMove())
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return -1
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var/obj/docking_port/stationary/S0 = get_docked()
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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if(S0)
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if(S0.turf_type)
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turf_type = S0.turf_type
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if(S0.area_type)
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area_type = S0.area_type
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var/destination_turf_type = S1.turf_type
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
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var/rotation = dir2angle(S1.dir)-dir2angle(dir)
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if ((rotation % 90) != 0)
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rotation += (rotation % 90) //diagonal rotations not allowed, round up
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rotation = SimplifyDegrees(rotation)
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//remove area surrounding docking port
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if(areaInstance.contents.len)
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var/area/A0 = locate("[area_type]")
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if(!A0)
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A0 = new area_type(null)
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for(var/turf/T0 in L0)
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A0.contents += T0
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remove_ripples()
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//move or squish anything in the way ship at destination
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roadkill(L0, L1, S1.dir)
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for(var/i in 1 to L0.len)
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var/turf/T0 = L0[i]
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if(!T0)
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continue
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var/turf/T1 = L1[i]
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if(!T1)
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continue
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if(T0.type != T0.baseturf) //So if there is a hole in the shuttle we don't drag along the space/asteroid/etc to wherever we are going next
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T0.copyTurf(T1)
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T1.baseturf = destination_turf_type
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areaInstance.contents += T1
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//copy over air
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if(istype(T1, /turf/open))
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var/turf/open/Ts1 = T1
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Ts1.copy_air_with_tile(T0)
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//move mobile to new location
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for(var/atom/movable/AM in T0)
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AM.onShuttleMove(T1, rotation)
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if(rotation)
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T1.shuttleRotate(rotation)
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//lighting stuff
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T1.redraw_lighting()
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SSair.remove_from_active(T1)
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T1.CalculateAdjacentTurfs()
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SSair.add_to_active(T1,1)
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T0.ChangeTurf(turf_type)
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T0.redraw_lighting()
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SSair.remove_from_active(T0)
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T0.CalculateAdjacentTurfs()
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SSair.add_to_active(T0,1)
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check_poddoors()
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S1.last_dock_time = world.time
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loc = S1.loc
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|
setDir(S1.dir)
|
|
|
|
/obj/docking_port/mobile/proc/findRoundstartDock()
|
|
return SSshuttle.getDock(roundstart_move)
|
|
|
|
/obj/docking_port/mobile/proc/dockRoundstart()
|
|
var/port = findRoundstartDock()
|
|
if(port)
|
|
return dock(port)
|
|
|
|
/obj/effect/landmark/shuttle_import
|
|
name = "Shuttle Import"
|
|
|
|
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
|
|
var/list/hurt_mobs = list()
|
|
for(var/i in 1 to L0.len)
|
|
var/turf/T0 = L0[i]
|
|
var/turf/T1 = L1[i]
|
|
if(!T0 || !T1)
|
|
continue
|
|
if(T0.type == T0.baseturf)
|
|
continue
|
|
// The corresponding tile will not be changed, so no roadkill
|
|
|
|
for(var/atom/movable/AM in T1)
|
|
if(isliving(AM) && (!(AM in hurt_mobs)))
|
|
hurt_mobs |= AM
|
|
var/mob/living/M = AM
|
|
if(M.buckled)
|
|
M.buckled.unbuckle_mob(M, 1)
|
|
if(M.pulledby)
|
|
M.pulledby.stop_pulling()
|
|
M.stop_pulling()
|
|
M.visible_message("<span class='warning'>[M] is hit by \
|
|
a hyperspace ripple[M.anchored ? "":" and is thrown clear"]!</span>",
|
|
"<span class='userdanger'>You feel an immense \
|
|
crushing pressure as the space around you ripples.</span>")
|
|
if(M.anchored)
|
|
M.gib()
|
|
else
|
|
M.Paralyse(10)
|
|
M.ex_act(2)
|
|
step(M, dir)
|
|
continue
|
|
|
|
if(!AM.anchored)
|
|
step(AM, dir)
|
|
else
|
|
qdel(AM)
|
|
|
|
//used by shuttle subsystem to check timers
|
|
/obj/docking_port/mobile/proc/check()
|
|
check_ripples()
|
|
|
|
if(mode == SHUTTLE_IGNITING)
|
|
check_transit_zone()
|
|
|
|
if(timeLeft(1) > 0)
|
|
return
|
|
// If we can't dock or we don't have a transit slot, wait for 20 ds,
|
|
// then try again
|
|
switch(mode)
|
|
if(SHUTTLE_CALL)
|
|
if(dock(destination))
|
|
setTimer(20)
|
|
return
|
|
if(SHUTTLE_RECALL)
|
|
if(dock(previous))
|
|
setTimer(20)
|
|
return
|
|
if(SHUTTLE_IGNITING)
|
|
if(check_transit_zone() != TRANSIT_READY)
|
|
setTimer(20)
|
|
return
|
|
else
|
|
mode = SHUTTLE_CALL
|
|
setTimer(callTime)
|
|
enterTransit()
|
|
return
|
|
|
|
mode = SHUTTLE_IDLE
|
|
timer = 0
|
|
destination = null
|
|
|
|
/obj/docking_port/mobile/proc/check_ripples()
|
|
if(!ripples.len)
|
|
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
|
|
if(timeLeft(1) <= SHUTTLE_RIPPLE_TIME)
|
|
create_ripples(destination)
|
|
|
|
/obj/docking_port/mobile/proc/check_transit_zone()
|
|
if(assigned_transit)
|
|
return TRANSIT_READY
|
|
else
|
|
SSshuttle.request_transit_dock(src)
|
|
|
|
/obj/docking_port/mobile/proc/setTimer(wait)
|
|
timer = world.time + wait
|
|
last_timer_length = wait
|
|
|
|
/obj/docking_port/mobile/proc/invertTimer()
|
|
if(!last_timer_length)
|
|
return
|
|
var/time_remaining = timer - world.time
|
|
if(time_remaining > 0)
|
|
var/time_passed = last_timer_length - time_remaining
|
|
setTimer(time_passed)
|
|
|
|
//returns timeLeft
|
|
/obj/docking_port/mobile/proc/timeLeft(divisor)
|
|
if(divisor <= 0)
|
|
divisor = 10
|
|
|
|
var/ds_remaining
|
|
if(!timer)
|
|
ds_remaining = callTime
|
|
else
|
|
ds_remaining = max(0, timer - world.time)
|
|
|
|
. = round(ds_remaining / divisor, 1)
|
|
|
|
// returns 3-letter mode string, used by status screens and mob status panel
|
|
/obj/docking_port/mobile/proc/getModeStr()
|
|
switch(mode)
|
|
if(SHUTTLE_IGNITING)
|
|
return "IGN"
|
|
if(SHUTTLE_RECALL)
|
|
return "RCL"
|
|
if(SHUTTLE_CALL)
|
|
return "ETA"
|
|
if(SHUTTLE_DOCKED)
|
|
return "ETD"
|
|
if(SHUTTLE_ESCAPE)
|
|
return "ESC"
|
|
if(SHUTTLE_STRANDED)
|
|
return "ERR"
|
|
return ""
|
|
|
|
// returns 5-letter timer string, used by status screens and mob status panel
|
|
/obj/docking_port/mobile/proc/getTimerStr()
|
|
if(mode == SHUTTLE_STRANDED)
|
|
return "--:--"
|
|
|
|
var/timeleft = timeLeft()
|
|
if(timeleft > 0)
|
|
return "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]"
|
|
else
|
|
return "00:00"
|
|
|
|
|
|
/obj/docking_port/mobile/proc/getStatusText()
|
|
var/obj/docking_port/stationary/dockedAt = get_docked()
|
|
. = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown"
|
|
if(istype(dockedAt, /obj/docking_port/stationary/transit))
|
|
var/obj/docking_port/stationary/dst
|
|
if(mode == SHUTTLE_RECALL)
|
|
dst = previous
|
|
else
|
|
dst = destination
|
|
. += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)] minutes)"
|
|
#undef DOCKING_PORT_HIGHLIGHT
|
|
|
|
|
|
/turf/proc/copyTurf(turf/T)
|
|
if(T.type != type)
|
|
var/obj/O
|
|
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
|
|
O = new()
|
|
O.underlays.Add(T)
|
|
T.ChangeTurf(type)
|
|
if(underlays.len)
|
|
T.underlays = O.underlays
|
|
if(T.icon_state != icon_state)
|
|
T.icon_state = icon_state
|
|
if(T.icon != icon)
|
|
T.icon = icon
|
|
if(T.color != color)
|
|
T.color = color
|
|
if(T.dir != dir)
|
|
T.setDir(dir)
|
|
return T
|